Bug Report Build V122:
Venom Knife: Tic interval is too quick, should be changed back to once every 3 seconds.
Poison Arrow [Bow]+[xBow]: DoT Tic amount is largely under-powered for a 3 second tic interval. Suggest it be changed to match the tic amount for Venom Knife [Raiders] or increase tic interval speed to once every .5 seconds for 10 seconds.
[PvM] Web Arrow: Movement + Dodge Down doesn't match the base tree values.
- - - - - Movement + Dodge should be edited to 10% to match the class tree versions.
[Elemental] Arrow: Given the new 3.5 second cooldown, and short stack duration these skill should have a 5% increased chance to stack. Stacks are falling off without achieving max totals even while focusing on only casting these skills for their desired effect [due to the cooldown increase]
Acid Shot: Interval Tic somehow got changed from 0.1 to 5 second tic speed, value is the same though. Please revert to 0.1 with 7 second duration [10 seconds in build 121 with 0.1 interval speed was a but too long]
Acid High Explosive/ Acid Explosive/ Acid Grenade/ Acid Bomb: DoT tic amount doesn't scale with character stats, the baseline for these should be set higher.
- Acid High Explosive: Currently: 6 / tic @ 1 tic / .1 second  Requested: 200 / tic @ 1tic / .25 seconds
- Acid Explosive: Currently: 5 / tic @ 1 tic / .1 second  Requested: 155 / tic @ 1 tic / .25 seconds
- Acid Bomb: Currently: 5 / tic @ 1 tic / .1 second  Requested 80 / tic @ 1 tic / .5 seconds
- Acid Grenade: Currently: 5 / tic @ 1 tic / .1 second  Requested 35 / tic @ 1 tic / .5 seconds
- Additionally, Duration's should be changed to 5 seconds, not 20.
- Others: Grenade cooldowns are not matching their visual ques. Some visual cooldowns finish before their internal cooldown allows them to be cast again. Resulting in 'empty' casts [they don't consume the grenade, it's just hard to use grenades properly with miss-matched cooldown visuals.
Hypno Shot: Casting speed for this was never increased with the Cannon Skill Casting speed increase, please reduce cast speed by half. It doesn't inflict damage and often get's interrupted by stuns or simply dying before you get it to cast.
Flame Cannon Splash: DoT tic needs to be tuned. Currently AoE set to 0.1 tic interval, should be changed to Dmg / o.25s
Marksman's Shot: Dodge down value scales very poorly with CHA, an increase would be appreciated here but not a 'bug' or exploitable issue.
Sniping: cooldown should just be fixed to 10 seconds, this skill has no benefit other than a guaranteed critical and does very poor damage late game. No reason for a 30 second cooldown at all.
HoT Tuning Details below
Max MP / Magic Defense: Should be changed to match the Class Stat buff volumes as these are their class specific buffs and no other class has them, making the counter buffs [Defense + HP] significantly more impact-full than these. Long standing stat imbalance that we should take care of with the new buff system changes.
- Resistance Charm / Chant
- Blessed Mind Charm / Chant
- Enlightenment Ritual [Increase MaxMP only, not HP]
- Reinforcement Ritual [Increase M.Def only, not Defense]
Nothing so far that need adjustment or tuning.
Champion Strike + [PvM] Champion Strike:
The cooldown for this skill has gone from 7seconds at implementation to 28 seconds in the latest cooldown alteration, effectively rendering this skill highly unreliable, incredibly undervalued, and made the PvM version cost-ineffective.
Please scale this back down to a 15-20 second cooldown range. nearly a half minute cooldown on a skill that is very similar to the Dual Raider's [Blood Assault] which has a 12 second cooldown seems a bit extreme. Especially given the Healing gained from this skill doesn't have a static value. This means if it misses [which Axe champions are notorious for having poor accuracy due to class designed weakness] is extremely punishing.
Attack Power down effect is WAY too strong on the baseline.
[PvP] Longinous Strike has the added benefit of adding AP Down + Attack Speed Down stacks, &
[PvM] Longinous Strike has an added 10% on top of the base amount.
Currently while testing I have the stats: 466 STR + 412 CHA resulting in a BASE AP down of 42.16% AP Down.
Requested: Reduce CHA scaling by 20% rate [.2 reduction / stat increase] and increase the [PvM] Version to a 15% bonus instead of 10%.
Currently the PvP Value with the .2 ratio reduction should be more than enough effect.
Fire Sweep: Given the lower DoT Tic amount, the tic interval should be changed from .5 to .25.
Great Sword Archetype~
Tremor + Quake Impact: [Sword Skill]
These two should be made to be [Basic] or un-signed elemental types, allowing flexibility of Weapon Elemental Imbuement. Currently all great sword AoE's are Earth type, restricting their usefulness quite a bit [in the same way the Sorcery Tree was restricted but later changed to open more utility.]
Class DoT's [Requested edits for Class Flavor]
Replace 'Voltage' with 'Sword'. Replace [Wind] with [Basic]
Give a Bleed DoT
Baseline [skill level5] 150 / tic @ .5 tic per second
Give Bleed DoT
Baseline [skill level 5] 75 / tic @ 25 tic per second
DoT is slightly underpowered, should tune it up to about 4x it's current rate, but have it tic @ 1/ second instead of @1/0.5 seconds.
DoT is hugely underpowered, definitely needs a massive tune up to about 15x it's damage amount @ the same rate, or this should be a 0.1 second tier tic with 2x the tic amount scaling. This is hugely lacking.
This skill is still not critically hitting like it should, please fix this.
With the sheer amount of new Status Volume [via DoT] below are some changes proposed for classes in order to prevent DoT's from becoming grossly overpowered [specifically in PvP]
This should be changed to an AoE Shout, with a value update to
Damage Reduction: 10% + 50 [changed down from a flat 20% amount]
Status Resistance: 10%
Gains a 10% Status Resistance [stack with Protection]
Purify + Unique Purify:
Both of these should gain an additional benefit
Status Resistance: 30% for 5 seconds
[stacks with each other via a stack maximum of 2 'Resilience' that cannot be refreshed once it hits 2 stacks]
Redacted: After play-testing, I found out that shield baring classes with their newly ramped up block amounts are effectively protected against status + DoT damages. No need for this feature as of yet.
Current Gameplay Bugs:
- Monster DoT status will cause issues.
If a monster has applied a DoT to your character, then dies, the damage will no longer show, but will continue to attempt to tic which results in animation interruptions like skill casting halts, movement speed stops, and melee interruptions. It will even cause your 'idle' animation loop to reset prematurely.
- The amount of Damage Reduction Items is causing an issue with 100% immunity to DoT's with low values, rendering the classes who use them 100% resisted [for the larger part].
This is due to some items in game that do not have a counter and MUST be addressed, or else the new DoT system will be rendered obsolete before it even releases.
75 Damage Reduction + Movespeed Reduction 50
50 Damage Reduction + Sleep Resistance 10%
Currently these have no counter, so here is the proposed Counter items.
Turak Mask: -to counter gloopy mask-
75 Enhanced Damage + Movespeed Reduction 50
[Awarded Randomly in SC from bosses Executor / Shamman]
[Probly Requires a new model, if item is approved I can design one immediately]
Kings Cape: -to counter Soaked Cape-
50 Enhanced Damage + 5% Status Resistance
[Awarded for Dungeon Completion of Halls of Oblivion]
[Uses Red color texture + same cape mesh as Soaked Cape]
With that taken care of these items would nullify each other and bring it back to a neutral base point.
This typically manifest itself when running multiple clients simultaneously and grouped together.
The issue seems to be from taking damage and the UI update isn't responding or is lopping/bugging to where all characters in Group pane have 0 health.
- Referee's In safe spawn are preventing Buffs
This can be annoying but if you position yourself JUST correctly, you can still buff without leaving the safe zone.
- Some Paradigm Runes are bugged when Empowering
Some Runes will either not let you empower them [even if all materials are present] and some instantly jump to a largely impossible success rate going from  → , typically 0.2% Success Chances.
Will need to test all runes to find the problem runes and list them at a later date.
End of Report for v122 for now.
Edited by Feuer, 14 March 2016 - 09:14 PM.